150 lines
3.3 KiB
C++
150 lines
3.3 KiB
C++
#pragma once
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#include "convar.h"
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#include "memalloc.h"
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#include "squirrel.h"
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#include "rapidjson/document.h"
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#include <string>
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#include <vector>
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#include <filesystem>
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const std::string MOD_FOLDER_SUFFIX = "/mods";
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const std::string REMOTE_MOD_FOLDER_SUFFIX = "/runtime/remote/mods";
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const fs::path MOD_OVERRIDE_DIR = "mod";
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const std::string COMPILED_ASSETS_SUFFIX = "/runtime/compiled";
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struct ModConVar
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{
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public:
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std::string Name;
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std::string DefaultValue;
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std::string HelpString;
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int Flags;
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};
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struct ModScriptCallback
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{
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public:
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ScriptContext Context;
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// called before the codecallback is executed
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std::string BeforeCallback;
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// called after the codecallback has finished executing
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std::string AfterCallback;
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};
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struct ModScript
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{
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public:
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std::string Path;
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std::string RunOn;
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std::vector<ModScriptCallback> Callbacks;
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};
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// these are pretty much identical, could refactor to use the same stuff?
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struct ModVPKEntry
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{
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public:
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bool m_bAutoLoad;
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std::string m_sVpkPath;
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};
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struct ModRpakEntry
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{
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public:
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bool m_bAutoLoad;
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std::string m_sPakName;
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std::string m_sLoadAfterPak;
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};
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class Mod
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{
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public:
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// runtime stuff
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bool m_bEnabled = true;
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bool m_bWasReadSuccessfully = false;
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fs::path m_ModDirectory;
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// bool m_bIsRemote;
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// mod.json stuff:
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// the mod's name
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std::string Name;
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// the mod's description
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std::string Description;
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// the mod's version, should be in semver
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std::string Version;
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// a download link to the mod, for clients that try to join without the mod
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std::string DownloadLink;
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// whether clients need the mod to join servers running this mod
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bool RequiredOnClient;
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// the priority for this mod's files, mods with prio 0 are loaded first, then 1, then 2, etc
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int LoadPriority;
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// custom scripts used by the mod
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std::vector<ModScript> Scripts;
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// convars created by the mod
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std::vector<ModConVar*> ConVars;
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// custom localisation files created by the mod
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std::vector<std::string> LocalisationFiles;
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// other files:
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std::vector<ModVPKEntry> Vpks;
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std::unordered_map<size_t, std::string> KeyValues;
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std::vector<std::string> BinkVideos;
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std::string Pdiff; // only need one per mod
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std::vector<ModRpakEntry> Rpaks;
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std::unordered_map<std::string, std::string>
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RpakAliases; // paks we alias to other rpaks, e.g. to load sp_crashsite paks on the map mp_crashsite
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std::unordered_map<std::string, std::string> DependencyConstants;
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public:
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Mod(fs::path modPath, char* jsonBuf);
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};
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struct ModOverrideFile
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{
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public:
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Mod* m_pOwningMod;
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fs::path m_Path;
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};
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class ModManager
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{
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private:
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bool m_bHasLoadedMods = false;
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bool m_bHasEnabledModsCfg;
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rapidjson_document m_EnabledModsCfg;
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// precalculated hashes
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size_t m_hScriptsRsonHash;
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size_t m_hPdefHash;
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public:
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std::vector<Mod> m_LoadedMods;
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std::unordered_map<std::string, ModOverrideFile> m_ModFiles;
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std::unordered_map<std::string, std::string> m_DependencyConstants;
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public:
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ModManager();
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void LoadMods();
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void UnloadMods();
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std::string NormaliseModFilePath(const fs::path path);
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void CompileAssetsForFile(const char* filename);
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// compile asset type stuff, these are done in files under runtime/compiled/
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void BuildScriptsRson();
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void TryBuildKeyValues(const char* filename);
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void BuildPdef();
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};
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fs::path GetModFolderPath();
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fs::path GetCompiledAssetsPath();
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extern ModManager* g_pModManager;
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